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CSE 440: Introduction to HCI User Interface Design, Prototyping, and Evaluation Lecture 11: James Fogarty Inspection Kailey Chan Dhruv Jain Nigini Oliveira Tuesday / Thursday Chris Seeds 12:00 to 1:20 Jihoon Suh Project Status Looking


  1. CSE 440: Introduction to HCI User Interface Design, Prototyping, and Evaluation Lecture 11: James Fogarty Inspection Kailey Chan Dhruv Jain Nigini Oliveira Tuesday / Thursday Chris Seeds 12:00 to 1:20 Jihoon Suh

  2. Project Status Looking Forward Team Peer Feedback was Due Saturday 11/4 3b: Heuristic Evaluation Due Wednesday 11/8 3c: Usability Testing Check-In Due Friday 11/10 3d: Usability Testing Review Due Monday 11/13 3e: Digital Mockup Due Thursday 11/16 Other Assignments Reading 4 Due Saturday 11/11, Sooner is Better Reading 5 Can Be Done Anytime, Sooner is Better

  3. Objectives Be able to: Describe why we use inspection-based methods Given Nielsen's heuristics, be able to: explain what each of them means apply them to identify usability failures in an interface Describe an effective heuristic evaluation process Explain why the typical recommendation for heuristic evaluation is 3 to 5 independent evaluators

  4. Inspection-Based Methods We have cut prototyping to its minimum Sketches, storyboards, paper prototypes Rapid exploration of potential ideas But we need evaluation to guide improvement Can become relatively slow and expensive Study participants can be scarce Can waste participants on obvious problems

  5. Inspection-Based Methods Simulate study participants Instead of actual participants, use inspection to quickly and cheaply identify likely problems Inspection methods are rational, not empirical Today we cover two complementary methods Heuristic Evaluation Cognitive Walkthrough

  6. Heuristic Evaluation Developed by Jakob Nielsen Helps find usability problems in a design Not a method for “coming up with” a design Small set of evaluators examine interface Three to five evaluators Independently check compliance with principles Different evaluators will find different problems Evaluators only communicate afterwards Can perform on working interfaces or sketches

  7. Nielsen’s 10 Heuristics Too few unhelpful, too many overwhelming “Be Good” versus thousands of detailed rules Nielsen seeks to create a small set Collects 249 usability problems Collects 101 usability heuristics Rates how well heuristics explain problems Factor analysis to identify key heuristics Nielsen, 1994

  8. Nielsen’s 10 Heuristics Visibility of system status Match between system and the real world User control and freedom Consistency and standards Error prevention Recognition rather than recall Flexibility and efficiency of use Aesthetic and minimalist design Help recognize, diagnose, and recover from errors Help and documentation Nielsen, 1994

  9. 1. Visibility Visibility of system status The system should always keep people informed about what is going on, through appropriate feedback within reasonable time.

  10. 1. Visibility Visibility of system status The system should always keep people informed about what is going on, through appropriate feedback within reasonable time. Refers to both visibility of system status and providing appropriate feedback Anytime a person is wondering what state the system is in, or the result of some action, this is a visibility violation.

  11. 2. Real World Match Match between system and the real world The system should speak a person’s language, with words, phrases and concepts familiar to the person, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order.

  12. 2. Real World Match Match between system and the real world The system should speak a person’s language, with words, phrases and concepts familiar to the person, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order. Refers to word and language choice, mental model, metaphor, mapping, and sequencing

  13. 3. Control and Freedom User control and freedom People often choose system functions by mistake and will need a clearly marked “emergency exit” to leave the unwanted state without having to go through an extended dialogue. Support undo and redo.

  14. 3. User in Control User control and freedom People often choose system functions by mistake and will need a clearly marked “emergency exit” to leave the unwanted state without having to go through an extended dialogue. Support undo and redo. Not just for navigation exits, but for getting out of any situation or state.

  15. 4. Consistency Consistency and standards People should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions.

  16. 4. Consistency Consistency and standards People should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions. Internal consistency is consistency throughout the same product. External consistency is consistency with other products in its class.

  17. 5. Error Prevention Error prevention Even better than good error messages is a careful design which prevents a problem from occurring in the first place. Either eliminate error-prone conditions or check for them and present people with a confirmation option before they commit to the action.

  18. 5. Error Prevention Error prevention Even better than good error messages is a careful design which prevents a problem from occurring in the first place. Either eliminate error-prone conditions or check for them and present people with a confirmation option before they commit to the action. Try to commit errors and see how they are handled. Could they have been prevented?

  19. 6. Recognition not Recall Recognition rather than recall Minimize a person’s memory load by making objects, actions, and options visible. A person should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate.

  20. 6. Recognition not Recall Recognition rather than recall Minimize a person’s memory load by making objects, actions, and options visible. A person should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate. People should never carry a memory load

  21. 6. Recognition not Recall Addresses visibility of features and information where to find things Visibility addresses system status and feedback what is going on Problems with affordances may go here hidden affordance: remember where to act false affordance: remember it is a fake

  22. 7. Flexibility and Efficiency Flexibility and efficiency of use Accelerators, while unseen by novices, may often speed up the interaction for experts such that the system can cater to both inexperienced and experienced use. Allow people to tailor frequent actions.

  23. 7. Flexibility and Efficiency Flexibility and efficiency of use Accelerators, while unseen by novices, may often speed up the interaction for experts such that the system can cater to both inexperienced and experienced use. Allow people to tailor frequent actions. Concerns anywhere users have repetitive actions that must be done manually. Also concerns allowing multiple ways to do things.

  24. 8. Aesthetic Design Aesthetic and minimalist design Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.

  25. 8. Aesthetic Design Aesthetic and minimalist design Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility. Not just about “ugliness”. About clutter, overload of visual field, visual noise, distracting animations.

  26. 9. Error Recovery Help users recognize, diagnose, and recover from errors Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution.

  27. 9. Error Recovery Help users recognize, diagnose, and recover from errors Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution. Error prevention is about preventing errors before they occur. This is about after they occur.

  28. 10. Help Help and documentation Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on a person’s task, list concrete steps to be carried out, and not be too large.

  29. 10. Help Help and documentation Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on a person’s task, list concrete steps to be carried out, and not be too large. This does not mean that a person must be able to ask for help on every single item.

  30. Heuristic Evaluation Process Evaluators go through interface several times Inspect various dialogue elements Compare with list of usability principles Usability principles Nielsen’s heuristics Supplementary list of category-specific heuristics (competitive analysis or testing existing products) Use violations to redesign/fix problems

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